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Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 Red Corsair wrote:
Why the hell are you still going on about the fething studio painting team? It's entirely irrelevant to the release.
Thank you.

I think all of my DW upgrade sprues will be devoted to Primaris Marines. Sorry Original Deathwatch, but you will be the three Kill Teams I have and that is it. I am thinking just grabbing the Dark Imperium Intercessor Squads will suffice. And then, if Corvus Blackstars can carry Primaris Marines, two more of those.

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Made in us
Been Around the Block




Tyel wrote:
 osmesis wrote:
You can't have perfect balance and not be identical - I don't understand what you want.


You don't need perfect balance. You just need things to be close enough that list building matters less than good play in game. Which isn't to say list building should be irrelevant - you need a bit of rock/paper/scissors - but there shouldn't be glaring differences in effectiveness.

Deathwatch intercessors shooting marines with the poison round = 2*2/3*5/6*1/2=5/9 dead marine. 5/9*13=7.222 points. 7.222/19=38% points return. This is reasonably competitive, you can relatively easily buff it to get past 40% which is about the sweet spot.
Regular intercessors shooting marines = 2*2/3*1/2*1/2=1/3 dead marine. 1/3*13=4.333 points. 4.333/18=24% points return. Which was barely okay back in the index days - and grows worse and worse with every new codex.
In other words by paying an extra point the DW intercessor now deals almost 60% more damage. (I realise the maths doesn't entirely work out like this, someone could do the full probability curves for each unit - but I think you would reach a similar comparative conclusion).
Yes the DW is slightly more fragile - paying an extra point and getting no boost to survivability - but I think paying 5% more points to do 60% more damage is a reasonable trade off.

This is what people mean about imbalance. Its not close.


IMO, Intercessors are meant to fill a different role in DW than other SM lists, so even though they are both intercessors, this is not an apples to apples comparison. SM lists have access to many more units to fill roles than DW does. For instance, Intercessors are going to be one of the main sources of dakka for some DW lists. That's a laughable idea for regular space marine lists. So while they are both "Intercessors", the role carved out for them in each army is different.

This message was edited 4 times. Last update was at 2018/05/05 16:08:04


 
   
Made in us
Morphing Obliterator




The Void

Rajah wrote:
Tyel wrote:
 osmesis wrote:
You can't have perfect balance and not be identical - I don't understand what you want.


You don't need perfect balance. You just need things to be close enough that list building matters less than good play in game. Which isn't to say list building should be irrelevant - you need a bit of rock/paper/scissors - but there shouldn't be glaring differences in effectiveness.

Deathwatch intercessors shooting marines with the poison round = 2*2/3*5/6*1/2=5/9 dead marine. 5/9*13=7.222 points. 7.222/19=38% points return. This is reasonably competitive, you can relatively easily buff it to get past 40% which is about the sweet spot.
Regular intercessors shooting marines = 2*2/3*1/2*1/2=1/3 dead marine. 1/3*13=4.333 points. 4.333/18=24% points return. Which was barely okay back in the index days - and grows worse and worse with every new codex.
In other words by paying an extra point the DW intercessor now deals almost 60% more damage. (I realise the maths doesn't entirely work out like this, someone could do the full probability curves for each unit - but I think you would reach a similar comparative conclusion).
Yes the DW is slightly more fragile - paying an extra point and getting no boost to survivability - but I think paying 5% more points to do 60% more damage is a reasonable trade off.

This is what people mean about imbalance. Its not close.


IMO, Intercessors are meant to fill a different role in DW than other SM lists, so even though they are both intercessors, this is not an apples to apples comparison. SM lists have access to many more units to fill roles than DW does. For instance, Intercessors are going to be one of the main sources of dakka for some DW lists. That's a laughable idea for regular space marine lists. So while they are both "Intercessors", the role carved out for them in each army is different.


It's not different. They just aren't good without special ammo.
We don't even know if they'll be good with it.

Always 1 on the crazed roll. 
   
Made in gb
Regular Dakkanaut





 casvalremdeikun wrote:
And then, if Corvus Blackstars can carry Primaris Marines, two more of those.


Don't bet the farm on that happening.

You ain't nothin' but a hormagaunt... cryin' all the time...

40k:  
   
Made in us
Decrepit Dakkanaut




So basically if Intecessors were just mediocre at the old price point of 20 points, them going back to that for significantly better guns is a fantastic deal.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Morphing Obliterator




The Void

 ElvisJuice wrote:
 casvalremdeikun wrote:
And then, if Corvus Blackstars can carry Primaris Marines, two more of those.


Don't bet the farm on that happening.


Confirmed in Winters SEO's youtube review that they cannot.

Always 1 on the crazed roll. 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 Drudge Dreadnought wrote:
 ElvisJuice wrote:
 casvalremdeikun wrote:
And then, if Corvus Blackstars can carry Primaris Marines, two more of those.


Don't bet the farm on that happening.


Confirmed in Winters SEO's youtube review that they cannot.
Oh well, two fewer sales for GW. No real skin off my butt.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in gb
Regular Dakkanaut





Puts a bit of a bend in everybody's Primaris boner, though.

You ain't nothin' but a hormagaunt... cryin' all the time...

40k:  
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 ElvisJuice wrote:
Puts a bit of a bend in everybody's Primaris boner, though.
For me, not so much. I might get two Repulsors instead. Leave my existing Corvus for my regular Deathwatch.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in gb
Longtime Dakkanaut




 Drudge Dreadnought wrote:
Rajah wrote:

IMO, Intercessors are meant to fill a different role in DW than other SM lists, so even though they are both intercessors, this is not an apples to apples comparison. SM lists have access to many more units to fill roles than DW does. For instance, Intercessors are going to be one of the main sources of dakka for some DW lists. That's a laughable idea for regular space marine lists. So while they are both "Intercessors", the role carved out for them in each army is different.


It's not different. They just aren't good without special ammo.
We don't even know if they'll be good with it.


Yeah.. I don't really see how intercessors serve any role. I am not really convinced GW writes rules based on that in mind. Units just get stats and special rules. If they are good - they are good. if they are bad, they are bad.

Regular intercessors - like regular marines - are pretty bad. They have okay (ish) defensive stats for their points compared with comparable infantry - but they have utterly terrible damage output. Its about half to two thirds where it should be compared to other competitive options. Its crazy that you have models that cost about half a marine but have a better gun.

If you are taking them to fill out your troops tax or sit on some objectives its not because they are especially good at this task but because you have nothing else. (Actually you have scouts and CSM have cultists, which are generally considered quite a better.)
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

Does Winter's review go over the psychic powers warlord traits etc?

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in us
Damsel of the Lady




 Eldarain wrote:
Does Winter's review go over the psychic powers warlord traits etc?


It does. No new psychic powers, just a reprint of the Librarius tree. Can't remember the Warlord ones exactly but the one to regen spent CP on a 5+ was the clear winner.
   
Made in us
Decrepit Dakkanaut




 Eldarain wrote:
Does Winter's review go over the psychic powers warlord traits etc?

Psyker powers is just the Librarius. Blech.

One of the traits is a 6+++ aura, and another grants a unit Ignores Cover a turn or something. Then the standard change the type of target you're effective against. That's all I remember.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Regular Dakkanaut





Since I've been scraping through previews doing some prep work on the Battlescribe file:

Relics:
  • Banebolts of Eryxia: add 1 to damage for specialist ammunition, 6+ to wound inflicts an additional MW

  • Dominus Aegis: Stormshield that gives a 5++ aura if you don't move

  • Osseus Key: extra attack and d3 MWs vs vehicles

  • Beacon Angelis: Same As CA

  • Tome of the Ectoclades: Mission Tactics Flexibility

  • Thief of Secrets: Buffed up power sword that rerolls to wound vs declared xenos type


  • overall its just the 7e ones remixed, but with good results. tome is a must-have imo

    WLTs:
  • Bane of Monstrosities: Same As CA

  • Vigilance Incarnate: Change MT once (Artemis Fixed)

  • Lord of Hidden Knowledge: Allows you to Farm CP you use

  • Watch Eternal: 6+++ bubble

  • Nowhere to Hide: Declare a target unit anywhere, a unit within 6" can attack it and the target gains no cover

  • ????: Add 1 to damage



  • basically Hidden Knowledge or bust, Nowhere to Hide might be situationally useful

    Spoiler:
    because why not, a little teaser if you know how to use github, there is a branch


    This message was edited 2 times. Last update was at 2018/05/05 20:12:39


     
       
    Made in ca
    Enigmatic Chaos Sorcerer





    British Columbia

    Thanks for the info. Can't watch it until I'm home. Disappointing about the powers as the WHdigital page lists them as "powers specific to Deathwatch models"

     BlaxicanX wrote:
    A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


     
       
    Made in us
    Decrepit Dakkanaut




    Banebolts will be fun on anyone carrying a Storm Bolter, but it's a shame that some of the other relics are more...functional.

    CaptainStabby wrote:
    If Tyberos falls and needs to catch himself it's because the ground needed killing.

     jy2 wrote:
    BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

     vipoid wrote:
    Indeed - what sort of bastard would want to use their codex?

     MarsNZ wrote:
    ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
     
       
    Made in au
    Implacable Black Templar Initiate





    NSW, Australia

    Something that stood out after watching MWG's review:

    6 Bikes with SIA Twin Boltgun + Sgt Stormbolter
    178 points

    That's 28 shots at half range potentially wounding on 2s re-rolling 1s, not bad

    Also, I think they said Watch Captain can take a Jump Pack, so Move and Advance him up the board turn 1 and Beacon a squad of Hellblasters to the enemies face or a melee squad for turn 1 charge
       
    Made in ca
    Enigmatic Chaos Sorcerer





    British Columbia

    Any word on bike jump pack access for HQs?

     BlaxicanX wrote:
    A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


     
       
    Made in us
    Longtime Dakkanaut





     Eldarain wrote:
    Any word on bike jump pack access for HQs?


    Jump packs are an option but not bikes.

     
       
    Made in us
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     osmesis wrote:
    Something that stood out after watching MWG's review:

    6 Bikes with SIA Twin Boltgun + Sgt Stormbolter
    178 points

    That's 28 shots at half range potentially wounding on 2s re-rolling 1s, not bad

    Also, I think they said Watch Captain can take a Jump Pack, so Move and Advance him up the board turn 1 and Beacon a squad of Hellblasters to the enemies face or a melee squad for turn 1 charge


    I would Beacon 6x Aggressors to him. 36 + 6D6 shots on 12 T5 wounds that HAVE to be dealt with or you double it the following turn and/or start punching things with power fists. Sure, you don't get SIA, but burning the troops doctrine strat and having the troops mission tactic is basically equivalent to hellfire against T3

    Alternatively, beacon one of those new Primaris mixed teams with 5x intercessors 5x aggressors. Now you have 10 ablative wounds before they start significantly hurting the firepower of the unit.
       
    Made in us
    Damsel of the Lady




    RogueApiary wrote:
     osmesis wrote:
    Something that stood out after watching MWG's review:

    6 Bikes with SIA Twin Boltgun + Sgt Stormbolter
    178 points

    That's 28 shots at half range potentially wounding on 2s re-rolling 1s, not bad

    Also, I think they said Watch Captain can take a Jump Pack, so Move and Advance him up the board turn 1 and Beacon a squad of Hellblasters to the enemies face or a melee squad for turn 1 charge


    I would Beacon 6x Aggressors to him. 36 + 6D6 shots on 12 T5 wounds that HAVE to be dealt with or you double it the following turn and/or start punching things with power fists. Sure, you don't get SIA, but burning the troops doctrine strat and having the troops mission tactic is basically equivalent to hellfire against T3

    Alternatively, beacon one of those new Primaris mixed teams with 5x intercessors 5x aggressors. Now you have 10 ablative wounds before they start significantly hurting the firepower of the unit.


    Wouldn't the new beta rules stop this from happening T1?
       
    Made in us
    Regular Dakkanaut





    Audustum wrote:
    RogueApiary wrote:
     osmesis wrote:
    Something that stood out after watching MWG's review:

    6 Bikes with SIA Twin Boltgun + Sgt Stormbolter
    178 points

    That's 28 shots at half range potentially wounding on 2s re-rolling 1s, not bad

    Also, I think they said Watch Captain can take a Jump Pack, so Move and Advance him up the board turn 1 and Beacon a squad of Hellblasters to the enemies face or a melee squad for turn 1 charge


    I would Beacon 6x Aggressors to him. 36 + 6D6 shots on 12 T5 wounds that HAVE to be dealt with or you double it the following turn and/or start punching things with power fists. Sure, you don't get SIA, but burning the troops doctrine strat and having the troops mission tactic is basically equivalent to hellfire against T3

    Alternatively, beacon one of those new Primaris mixed teams with 5x intercessors 5x aggressors. Now you have 10 ablative wounds before they start significantly hurting the firepower of the unit.


    Wouldn't the new beta rules stop this from happening T1?


    nope, beta rule doesn't affect things that are already on the board, only things in tactical reserves (off the table)

    its why things like da jump still work, and why flamestorm agressors as anti-charge insurance against nids and orks is hilariously good
       
    Made in us
    Damsel of the Lady




     WindstormSCR wrote:
    Audustum wrote:
    RogueApiary wrote:
     osmesis wrote:
    Something that stood out after watching MWG's review:

    6 Bikes with SIA Twin Boltgun + Sgt Stormbolter
    178 points

    That's 28 shots at half range potentially wounding on 2s re-rolling 1s, not bad

    Also, I think they said Watch Captain can take a Jump Pack, so Move and Advance him up the board turn 1 and Beacon a squad of Hellblasters to the enemies face or a melee squad for turn 1 charge


    I would Beacon 6x Aggressors to him. 36 + 6D6 shots on 12 T5 wounds that HAVE to be dealt with or you double it the following turn and/or start punching things with power fists. Sure, you don't get SIA, but burning the troops doctrine strat and having the troops mission tactic is basically equivalent to hellfire against T3

    Alternatively, beacon one of those new Primaris mixed teams with 5x intercessors 5x aggressors. Now you have 10 ablative wounds before they start significantly hurting the firepower of the unit.


    Wouldn't the new beta rules stop this from happening T1?


    nope, beta rule doesn't affect things that are already on the board, only things in tactical reserves (off the table)

    its why things like da jump still work, and why flamestorm agressors as anti-charge insurance against nids and orks is hilariously good


    I went and read the Beacon and I see the issue now. The Beacon works on units in reserve but also units that are on the board. You're using it in the latter scenario.
       
    Made in ca
    Enigmatic Chaos Sorcerer





    British Columbia

     Tibs Ironblood wrote:
     Eldarain wrote:
    Any word on bike jump pack access for HQs?


    Jump packs are an option but not bikes.

    Fantastic. That beautiful Blood Angels Chaplain is putting in for a transfer.

     BlaxicanX wrote:
    A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


     
       
    Made in us
    Decrepit Dakkanaut




    Boltstorm Aggressors already on the table looking like fun..

    CaptainStabby wrote:
    If Tyberos falls and needs to catch himself it's because the ground needed killing.

     jy2 wrote:
    BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

     vipoid wrote:
    Indeed - what sort of bastard would want to use their codex?

     MarsNZ wrote:
    ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
     
       
    Made in us
    Chaplain with Hate to Spare





    Sioux Falls, SD

    Slayer-Fan123 wrote:
    Boltstorm Aggressors already on the table looking like fun..
    Couldn't you pick up a whole Fortis Kill Team? Five Aggressors and five Intercessors? That way you can trigger Vengeance Rounds on the Intercessors right in your opponent's face to add some extra punch to those Aggressors?

    5250 pts
    3850 pts
    Deathwatch: 1500 pts
    Imperial Knights: 375 pts
    30K 2500 pts 
       
    Made in au
    Owns Whole Set of Skullz Techpriests






    Versteckt in den Schatten deines Geistes.

    Can anyone with the Deathwatch book confirm if the character wargear options are still a twisted mess of asinine and arbitrary restrictions?


    This message was edited 1 time. Last update was at 2018/05/06 03:16:36


    Industrial Insanity - My Terrain Blog
    "GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

     
       
    Made in us
    Decrepit Dakkanaut




     casvalremdeikun wrote:
    Slayer-Fan123 wrote:
    Boltstorm Aggressors already on the table looking like fun..
    Couldn't you pick up a whole Fortis Kill Team? Five Aggressors and five Intercessors? That way you can trigger Vengeance Rounds on the Intercessors right in your opponent's face to add some extra punch to those Aggressors?

    That's not a bad idea either. I'm still thinking as a Vanilla Marine player my bad.

    CaptainStabby wrote:
    If Tyberos falls and needs to catch himself it's because the ground needed killing.

     jy2 wrote:
    BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

     vipoid wrote:
    Indeed - what sort of bastard would want to use their codex?

     MarsNZ wrote:
    ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
     
       
    Made in us
    Chaplain with Hate to Spare





    Sioux Falls, SD

    Slayer-Fan123 wrote:
     casvalremdeikun wrote:
    Slayer-Fan123 wrote:
    Boltstorm Aggressors already on the table looking like fun..
    Couldn't you pick up a whole Fortis Kill Team? Five Aggressors and five Intercessors? That way you can trigger Vengeance Rounds on the Intercessors right in your opponent's face to add some extra punch to those Aggressors?

    That's not a bad idea either. I'm still thinking as a Vanilla Marine player my bad.
    I run mixed armies for both my Crimson Fists and Blood Angels, so I am used to thinking outside the box with Primaris. But dropping that monster in front of someone would be pretty awesome. Those 10 shots of Vengeance Rounds plus the 60+10d6 Aggressor shots are going to be mean.

    5250 pts
    3850 pts
    Deathwatch: 1500 pts
    Imperial Knights: 375 pts
    30K 2500 pts 
       
    Made in us
    Dakka Veteran




     casvalremdeikun wrote:
    Slayer-Fan123 wrote:
     casvalremdeikun wrote:
    Slayer-Fan123 wrote:
    Boltstorm Aggressors already on the table looking like fun..
    Couldn't you pick up a whole Fortis Kill Team? Five Aggressors and five Intercessors? That way you can trigger Vengeance Rounds on the Intercessors right in your opponent's face to add some extra punch to those Aggressors?

    That's not a bad idea either. I'm still thinking as a Vanilla Marine player my bad.
    I run mixed armies for both my Crimson Fists and Blood Angels, so I am used to thinking outside the box with Primaris. But dropping that monster in front of someone would be pretty awesome. Those 10 shots of Vengeance Rounds plus the 60+10d6 Aggressor shots are going to be mean.


    Sadly the beacon port counts as moving. That said, 30 + 5D6 + 20 vengeance rounds is nothing to sneeze at and MUST be dealt with by your opponent if they like having infantry on the board.
       
     
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